
There's a skill to working out which planes are best to fly which routes, but mostly it's a case of ensuring your aircraft are regularly frequenting the busier locations. Some planes are freight only, while some cater for a mix of cargo. In fact the only distinction between it and the game's human passengers is what each plane is designed to carry. There's just enough room for all the members of a rock band, but the roadies will have to fly Ryanair. Larger aircraft seat more, but don't expect to be ferrying hundreds at once. Your airline is an executive one, only ferrying passengers in ones and twos. Some airports cost more than others and capital cities act as transport hubs, with more people and cargo to pick up. Levelling up unlocks more planes and the ability to buy more airports, growing your airline from a rickety local venture into a globe-spanning monopoly. Your fleet of aircraft starts small, just as your stubby skyscraper started short. It's a lot like Tiny Tower, except you're now landing planes rather than restocking shops. NimbleBit's latest feels similar because it is, quite literally, a waiting game. Not to mention the time spent on your flight, chewing stale peanuts while watching episodes of Fraiser on an in-flight screen the size of a Game Boy.

There's the waiting to check-in, the waiting to board, and the waiting to meet one of those friendly passport inspection people on the other side. Pocket Planes perfectly captures the experience of travelling by plane.
